#version 410
        
layout(location = 0) out vec4 color;
        
in VERTEX
{
    vec3 normal;
    vec4 color;
} vertex;
        
void main(void)
{
    color = vertex.color * (0.1 + abs(vertex.normal.z)) + vec4(0.8, 0.9, 0.7, 1.0) * pow(abs(vertex.normal.z), 40.0);
}